oosyrag's Recent Forum Activity

  • This would be easier to diagnose by seeing your project/events.

  • No, they are separate software, with separate licenses.

    The C2 runtime is available in C3 as a backwards compatibility option, since C2 projects can be opened in C3, in case there were cases where some old projects did not behave as expected with the C3 runtime.

    Generally speaking the C3 runtime works fine for C2 projects as well AFAIK, so the C2 runtime option will probably be rarely used in the future.

    If you want to use C2, I believe you can still purchase it as a one time purchase for lifetime access.

  • "Every tick" is a condition, basically every frame, if you don't have other conditions to control it, like "Every x seconds".

    Otherwise it is difficult to help without seeing how you've set it up.

  • Array For Each Element

    Text Object - Append Array.CurValue&" " to Text

  • I guess, I have to be online all the time, or?

    And generaly I think, that a stand alone program is always

    faster than a Browser App...

    Jogi

    You can use Construct 3 offline. I believe you have to authenticate your account online at least once a week though.

    You also may have a misconception about an "online" app where everything you do needs to be processed on a remote server, which then needs to respond and you have latency issues. Construct 3 is a browser app, but it runs entirely on your own computer.

  • The normal way to avoid walls is by using the pathfinding behavior, and following the resulting path.

    These are the behaviors that interact with solid, per the solid manual page at

    construct.net/en/make-games/manuals/construct-3/behavior-reference/solid

    8 Direction, which is blocked by Solids

    Bullet, which can optionally bounce off Solids

    Car, which bounces off Solids

    Line-of-sight, which by default has line-of-sight obstructed by Solids

    Platform, which can land on Solids. Platform cannot jump on to solids from underneath - for this, use the Jump-thru behavior.

    Pathfinding, which by default uses solids as path obstacles.

    Tile movement, which is blocked by Solids

    If you are not moving the enemy by one of these methods, they will not interact with solids.

    What condition should be so that they bounce off the walls (for example, just like when using bullet behavior)

    I can not turn the enemy at some angle, since I do not know exactly how angle he faces the wall.

    If you are using your own movement system, you can trigger on collision with wall to set a new angle. To find out the angle, you can use the line of sight behavior. Cast a ray in the angle the sprite is moving, and use lineofsight.reflectionangle to get the reflected angle from the solid.

  • Use a boolean state variable - "isActive".

    In your object creation event, add "isActive" is true to the condition.

    When two sprites collide, set "isActive" to false.

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  • It is no problem, but it will be a large modification. Basically you will no longer use the sync action to position the objects, because the objects will not be at the same place on either player's screen.

    You need to position the sprites manually on host and peer, based on the inputs that are received from the other player. You will also need to do your own lag interpolation from events, and add your own position corrections to keep the games in sync.

  • Mech isFiring - Enable Turret behavior

    Else - Disable Turret behavior, set upperbody angle to lowerbody.angle

  • That's how I would do it.

    Alternatively you could create individual solid sprite objects that are the same size and shapes of your blocks/buildings, but I imagine that would be more tedious.

    With a tilemap you'll just have to paint/trace the roads as "empty" cells. Resolution is up to you, lower resolution will be quicker.

  • I recommend using a tilemap as a helper for the pathfinding behavior. Your tilemap is only going to have 2 tiles, solid (obstacle) or open (road). You'll have to manually "paint" this tilemap to match your sprite, and then use the pathfinding behavior to generate an obstacle map based on your tilemap. Make sure the cell size for the pathfinding behavior matches the tilemap tile size.

  • Try changing the trigger for ending the level from Enemies Killed = 10 to Enemies Killed >= 10.

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oosyrag

Member since 20 Feb, 2013

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